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Magic Lore: A Guide
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Joined: 14th Jan 2018
Rank: Gamemaster
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21st Jan

Greetings! This is the guide to the magic we will be using in roleplay. This particular one focuses on Wizardry, the first of the available types of magic and most widely known of. Further from this, Sorcery and Divine magics are present, but rarer. As they are learned in-game, new posts regarding their specifics will be done, written by us, or you the players!

MAGIC is divided between two different categories. Arcane and divine, arcane wizardry is described below.

(Not to be confused with arcane Sorcery )


The knowledge and focus that is used to control and manipulate the forces of magic through study and concentration.

In the earliest ages the world was domain of a powerful species of creature known as dragons. Terrifying beasts of vast power and intelligence and magical aptitude. For they discovered a way through the millennia of how to manipulate and harness the vast amount of magic power they had available and concentrate it into very fine and powerful ways.

These dragons, powerful as they were, often fought between each other for many reasons, through primal dominance, or a show of superiority, but most every dragon believed the mortal people of the world were their playthings.

As the years went on, certain dragons knew that these mortals would inherit the world, and instead of fighting tooth and nail, would instead find the mightiest, most intelligent of these mortals and teach them the ways of their ancient magic Draconic tongue.

These earliest wizards were the first to learn of the powerful language and bind it to stone, scrolls, and tome alike. Using this strange, mystical language to perform feats beyond imagination while guided by their immense teachers.

Though dragons remain present in small numbers, those that survived are ancient beasts of terror. Growing more powerful as they age. When approached, most would stomp or breathe a gout of flame at you just as soon as look at you, let alone speak of their elder secrets.

As the years went on, the sheer difficulty and level of focus required for wizardry drove most people to focus on other aspects of the world and stray away from this form of magic, but with something as strange and wonderful as magic, not everything is easily forgotten.

Wizardry is powerful, yet a different sort of magic compared to others. In order for their spells to be cast they must be learnt and taught, then finally transcribed into the wizard's spellbook. Each wizard understands the magic in a slightly different way, but every spell is transcribable as long as the wizard's power and skill in magic is great enough to use it.

It is also very specific. Certain spells exist to do very certain things, such as spark a flame from a distance, or fire a bolt of lightning from one's fingertips. Each spell requires study to learn and typically require a material component to cast as well. Something to symbolize the spell being cast, as wizardry is very heavy on symbolization and the like.

Each wizard needs several things to cast their magic. Firstly, a focus. This is used to channel the arcane power of magic from the world and beyond for use in magic. This typically comes in the form of a magic wand, dagger, staff, or crystals of some sort.

Secondly, every spell requires a somatic component, a gesture, and waving of one's hand or focus in a way whilst the spell is being enchanted. Most every spell, unless purely mental requires a vocal component as well.

Finally, a wizard MUST use his spellbook to prepare and cast spells. This is the wizard's most important possession as without it, no magic can be studied or cast until nearly the highest levels of training. A wizard can often go without a focus or somatics at the cost of great fatigue, but without the written word in the form of a scroll, tablet, charged wand, or spell book, there is no hope for a wizard to cast his magics. A wizard may also require materials if the spell calls for them. Else the spell also fails.After preparing his spells, a wizard may keep his spell tome at home, it is not specifically called for in the exact act of spellcasting (most of the time)

Although casting in armor is possible, most magic requires delicate movements and vocals that may be affected by armor. While it is possible with difficulty to cast in leathers, it is often frowned upon as the magic may come out weaker or fail. Heavier armor is even more prone to failure, and a wizard may even damage himself with a failed spell.

The process of learning wizardry is difficult, and those that choose to follow the path do so, but often times become terribly overwhelmed. Some say that magic is a gift, and that wizardry can be taught to anyone. While technically true, not many people have the focus and desire or mental acuity to actually follow through with the training and strange rites required, and are therefore not considered gifted enough to begin.

All magic requires much time RP to learn and master. Of course, the more powerful your teacher is, the quicker you should come to grasp with the basics of each sort of magic, every spell must be learned and studied individually.

All magic spells are organized based on levels of skill. A wizard may cast of his power or below, but it is extremely difficult or impossible to cast magic of a skill level higher than his. The following are simple ranks of magic that are subject to change, but this is how the current spells are written out.

The initiate has just begun the journey of wizardry. She has chosen or had been chosen to follow this path and is preparing her mind and spirit for the tough trials ahead. Although the Initiate knows no magic, they often times spend between several months or several years in this stage preparing for when they are ready to learn their first cantrip.

A title and a rank. The apprentice finally has learned a small number of weak spells. They continue to study, gaining more mental power and learning much of the way of wizardry. An apprentice's spells are often things such as "Mage's Light" or “Spark”

A wizard novice learns slightly more powerful and useful magics of several different schools. A main focus for a novice is to decide which schools of magic to be their main focus. Once they discover their favored schools, a novice will focus his study on those. While still able to cast spells of different schools, those he favors come to him more easily. The novice may prepare and cast the simplest wizard spells without his tome due to his intense study of them. Only several wizard spells could ever be learned this way, such as "Read Magic” To decipher scripts or scrolls. By this level, a novice may learn spells such as "Arcane Bolt", "Sleep" and similar.

A wizard Adept is a mid-tier wizard. One who has discovered many secrets of magic, and may attempt to design his own spells of the weakest powers. At the end of the Adeptship, a wizard must choose which school to be his major focus in, and which to be his secondary schools. This will dictate when he has access to the most powerful levels of magic of his chosen school. A wizard adept begins learning magical crafting, runesmithing, wand smithing, and other forms of magical artificery. Spells readily available to be learnt at this level include the explosive "Fireball" and "Lightning Bolt" along with a variety of other, stranger and more varied spells.

Finally, after many years of training and discipline, a student is finally recognized as a full fledged wizard in their own right. These wizards often strike out on their own, looking to share their knowledge with others or use it for whatever ways they wish. A wizard has an easier time designing temporary spells and often time base entire tomes on an essay in the study of their chosen favored school. Once a wizard has completed his essay, he must embark on a journey or quest to create his signature spell. A powerful, successful spell that can be taught to others easily. A wizard typically has access to spells such as "Call Outsider" and "Teleport"

Master Wizard
The master wizard has successfully created his essay and his signature spell. This wizard has access to the most powerful of his favored school's spells, and often time take a title based on their favored specialized school such as "The Conjurer" or "Grand Illusionist" Master wizards have access to the same level spells that regular wizards have except for their specialized school, of which they know the most powerful. Such as "Time Stop" and "Imprisonment"

An Archwizard is the epitome of magical knowledge. Able to use the most powerful spells of several schools, the Archwizard is typically the oldest and most powerful of the known master wizards. Usually there can be more than one Archwizard. These people often spend their time in different ways, with their own goals, but usually all business they do is in their order’s best interest.

The list of magic schools and their descriptions are as follows.

Protection spells that create shields that are either physical or magical, ward areas to harm trespassers and can even banish beings to other places.

Each conjuration spell belongs to one of four subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually—but not always—obey your commands.

Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells. It can also be used to detect or find effects or people at a distance.

Enchantment spells affect the minds of others, influencing or controlling their behavior such as charms and compulsions.

Evocation spells manipulate magical energy or tap an unseen source of power to produce a desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage. Most of the time Evocation is extremely temporary.

Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Typically illusions are extremely rp-oriented and require good rp from both sides to work.

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school. Other parts include false life, and pain spells. Necromancy is actually a very varied school.

Transmutation spells change the properties of some creature, thing, or condition. They can make someone big and strong or small and fast. often times they can change something to another thing entirely. Effects like this are sometimes but not always alchemical or polymorphic.

Once a wizard has reached his adeptship, he must choose different schools to be his major interests. Although until their adeptship, a wizard has learned spells from all different schools, they must choose which to be his focus school, and which two to be his secondary school. With a wizard’s focus school, it is typically based on their personality and likeness. They will be able to achieve a higher level of spellcasting in their focus school, and with their secondary schools they may continue to advance normally.

Tl;DR of Two Magics

Arcane Sorcery: Similar to wizardry but it’s power comes from an innate source within the creature or person. This power is often much more distinct. So a sorcerer may get their power from making a deal with a demon or maybe her great grandma was a dragon, and their magic is fire. This means that though he won’t have any set ‘spells’ there will be redlines and greenlines to dictate what he can and can’t do. More on this soon.

Two main groups

Magic that is innate in someone’s being. Such as if a person was a the descendant of a dragon or other magical beast or they gained magic somehow, such as through contact with an a powerful magic object or something like that. Their magical power is based on how great their connection is to their source, and their stamina while casting their magic is based on their physical exhaustion and force of personality behind the magic cast.

Sorcery and the powers related to it are based by its source. A dragon descendant might control fire, and a djinn descendant might be able to grant minor and temporary wishes.
Sorcery is based on someone’s force of personality and will along with creativity to weave the magic into something usable. It requires a lot of willpower to manifest and can drain a less powerful sorcerer very easily especially if they are using a powerful magic.
Sorcery is more free than wizardry and as such will have specific red lines that cannot be crossed by the sorcerer. Such as the dragon sorcerer’s redlines would be, can’t create flames that are blue or white hot. Cannot melt stone, the the fires are not hot enough to melt iron or burn all the air from a room.
Their green-lines are examples of usable powers and effects. An early sorcerer might be able to light small flames or control smoke while a more powerful could launch a fireball or breath a gout of flame and other powers in between.
Sorcery does not require material components to cast its magic but sometimes it might be useful to have a magic focus.

Sorcerers can also cast magic via spell scrolls and wands and other devices. This also requires force of personality and focus and also drains the sorcerer similarly to casting powerful magics.

Magic that is taught and understood through years of study and learning. A wizard learns magic through books and being taught by others who understand the power of the magic. A wizard’s magic is divided by specific spells that have certain effects. The more powerful the spell, the longer the study to learn it is and more resources it takes while the wizard must also be sufficiently powerful. The most powerful magic spells will be greater in strength compared to sorcery, but stricter in how they are used.

Wizard’s powers are specific and divided by magic spells which must be learnt and studied to cast. A magic spell might be able to summon a magic light, light candles at the snap of a finger, or fire a lightning bolt and hold a soul in a jar.
A wizard’s spellcasting power is measured by the strength of their mind and the power of their cognition or mental capacity. Typically the act of casting a spell is not exhausting or as tiring for a wizard as it is for a sorcerer but that is because of the nature of their magic and the mental training they did to even cast one spell.
Spellbooks are required for a wizard to even cast spells. All learnt magic is kept in a wizard’s magic grimoire and depending on the spell, the space it takes up could be from a page to several pages in length. A wizard can keep several spell tomes.
There is no limit to the number of spells a wizard can learn, but they must be able to use the resources required to learn the spell and keep track of them in their grimoires.
To cast a spell, the wizard requires a focus. Such as a wand, staff, orb, or the like and his spellbook. He must be able to read his spellbook to cast a spell. Certain spells based on power can be cast by a wizard of a certain strength without the book in-hand, but the wizard has to have read it and prepared it relatively recently to cast the spell.
wizardry requires delicate somatics and is hampered by wearing armor. Wizards wearing any armor at all can have their spells fail, unlike sorcerers who can wear light armors without risk of failure.

Wizards are also magical craftsmen and can create magical devices or tools along with scrolls wands, and other devices that can contain spells usable by other wizards or sorcerers.

Divine Magic

Divine magic is granted by sources of divine power such as gods, divine beings of great power, dark eldritch forces, and other similar. It is powered by the force of devotion and or faith in the force they choose to devote to. Divine magic can be powerful depending on the amount of magic given to them by the source. It’s powers differ from those of arcane magic, though often the two different magics converge in some points, such as raising the dead, banishments, summons, but divine magic has power over mortal life as well, such as healing spells.

Divine magic does not need to be written down to be casted, however it is often times done anyways as the words of the gods are those of wonder. Divine magic needs only a focus, typically a divine symbol to work effectively.

Divine magic comes in many different flavors as well, such as clerical magic, druidry, and the likes.

Source of Magic
Magic power comes all from the same place, the realms of gods, and beyond. It slips through the weave that holds reality together and permeates all things. Magic is harnessed by mortals and others in two different ways, thus making it ‘arcane’ and divine.
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